Monsters in Relation:

Generation:

Contents

Physiology

Zinogre is a quadrupedal monster with superficially lupine features. It has highly developed limbs, sharp fangs and claws. Its forelegs are extremely powerful and can kill prey in one brutal blow. Despite its hulking size, Zinogre is very agile and is able to perform many impressive aerial and land-based maneuvers. The spikes on its body mostly lie flat, but when it has built up an electric charge they stick out vertically into the air.

Abilities

Uniquely, Zinogre can 'charge' itself by summoning Thunderbugs from the vicinity, utilizing their natural electrical abilities for its own purposes, during which time its claws will emit blue light similar to the markings on its back.

This charge can be lost if Zinogre takes enough damage; if this occurs Zinogre becomes much less aggressive as a result (at least until it can build up another charge). If the charge is lost, Zinogre will at some point attempt to gather Thunderbugs in order to increase its attack power. During this charging state, Zinogre is left vulnerable to attacks, and Hunters have approximately 6-7 seconds to stagger Zinogre and cancel the process.

The charge has two levels; first, a weaker preliminary charge will form, and if Zinogre charges up again, a stronger charge will form. Each state of charge means Zinogre will deal a corresponding level of damage and become more agile, but beware; Zinogre can enter a traditional enraged state even in its final charge state. At this point its body will glow an electrical blue and its attacks increase even more in power. If the hunter is hit by its electrical attacks, it will cause Thunderblight.

The states of charge can be determined aesthetically; after its first charge, numerous Thunderbugs fly around Zinogre's body, and after the second, all Zinogre's fur stands on end in spiked clumps to release excess electricity.

Behavior

Zinogre are solitary hunters, roaming their territory for prey. They are aggressive and will attack intruders on sight.

In-Game Description

Fanged wyverns whose bodies are streaked with electricity. Sharp claws and strong limbs allow them to thrive in mountainous terrain. During hunts, they gather numerous Thunderbugs to boost their power and enter a supercharged state.

Fanged wyverns whose bodies are streaked with electricity. Sharp claws and strong limbs allow them to thrive in mountainous terrain. During hunts, they gather numerous Thunderbugs to boost their power and enter a supercharged state.

Threat Level (危険度): ★★★★★

Monster Hunter Generations

Fanged wyverns whose bodies are streaked with electricity. Sharp claws and strong limbs allow them to thrive in mountainous terrain. During hunts, they gather numerous Thunderbugs to boost their power and enter a supercharged state.

Threat Level (危険度): ★★★★★

Monster Hunter Stories

Fanged Wyverns that store the electrical energy of the countless Thunderbugs that they gather.

Monster Hunter Frontier G

(?)

Music Themes

Monster Hunter Portable 3rd- "Thunder Wolf Wyvern" Jinouga's Theme

MHP3: Zinogre Music Theme

MH4U Breakable Parts

Horns (x2)

Left Claw (x1)

Right Claw (x1)

Back (x1)

Tail (Sever)

Notes

Zinogre's body is highly conductive of electricity, but it cannot produce any on its own. As a result, it shares a symbiotic relationship with Thunderbugs, which supply it with the electrical energy it needs in exchange for protection.

Its claws and back can be broken and the tail can be severed and carved once. The horns can also be broken twice; the first time its right horn chips, and the second time half of the left horn breaks off.

Zinogre preys on Gargwa, Aptonoth or feeds on carcasses (depending on where it's fought) when its Stamina is low.

Zinogre also has a pin attack which it only uses when it is low on Stamina.

If left alone, even when not encountered, it will sometimes charge up on its own.

The earliest possible encounter with Zinogre is on the first quest where the player hunts the Bulldrome, he is completely optional for the fight though.

If Zinogre has sustained heavy damage before it can charge up once, it may skip one or two states of rage and become fully enraged if allowed to charge freely.

Zinogre has four stages of enraged state. The final stage allows it to use a very strong back-slam attack.

Zinogre's roar only affects the Hunter in its 3rd and 4th enraged state. The effect of the roar can be negated by using Earplugs.

Using Shock Traps on Zinogre will actually help it charge up faster. Each use adds two stages of charge to Zinogre, and in addition they are ineffective when Zinogre is already fully charged (they will explode on contact, presumably from becoming over-charged). Although Zinogre can still be captured with a Shock Trap, Pitfall Traps are a safer option.

When Zinogre has been hunted for the first time in its specific Village Quest in, a cutscene plays and the credits are shown.

When Zinogre falls down, the Hunter can use a bug net and swing it at Zinogre's back to collect Thunderbugs or Mega Thunderbugs.

If the hunter manages to gather twice in one fall, or break its back spikes, Zinogre will lose all of its charge. If it's enraged, though, it will only lose one charge.

In High Rank quest, the hunter gathers Fulgurbugs from Zinogre's back, items limited only to Zinogre. The term 'fulgur' is a Latin word that refers to lightning (or a flash of lightning).

It can counter a hunter by attacking immediately after its tail has been severed, much like Alatreon.

Zinogre is one of very few monsters that has a weapon in every category.

Zinogre's charge can be interrupted with enough hits, or with a Flash Bomb in front of it.

Zinogre chains its attacks in its enraged state faster than in normal or charged mode.

When not charged, the G-Rank Zinogre's claws will bounce off any weapon that is not White sharpness or above. However, when it enters a charged, and even in its enraged state, the Zinogre's front claws can still be damaged by blue sharpness and occasionally even green sharpness, suggesting that its armor goes down whenever it charges up.

Zinogre only uses its signature move, the Thunder Summon, if it is in fully charged rage mode.

Zinogre's Thunder Summon has a full radius of approximately 10 steps.

If it's enraged, when it recovers it will immediately use the tail swipe attack. This applies only for High Rank Zinogre or G-Rank Zinogre.

Zinogre can chain moves into fluid combos better than it did in the 3rd generation.

Zinogre's back-slam attack now has a small delay in the air before Zinogre hits the ground.

In high rank a fully charged Zinogre can do a charged forelimb slam after the first one which covers even more range than a normal one.

In G-Rank, it will release Fulgurbug orbs whenever it does certain attacks, such as the tail slam or the hipcheck. The number of orbs released depends on whether it's charged or not.

Zinogre is also capable of doing a charged forelimb slam even when its not charged at all. When fully charged Zinogre can do this move up to 3 times.